Shapechanger. The wereshark can use its action to polymorph into a shark-humanoid hybrid or into a Large hunter shark, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Blood Frenzy. (Shark Form Only) The wereshark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Amphibious. (Humanoid or Hybrid Form Only) The wereshark can breath air and water.

Water Breathing. (Shark Form Only) The wereshark can breath only underwater.

---------------------------------------------------------------------------ACTIONS Multiattack. (Humanoid or Hybrid Form Only). The wereshark makes two attacks, only one of which can be a bite.

Trident (Humanoid of Hybrid Form Only). Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Bite (Shark or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.Hit: 12 (2d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereshark lycanthropy.

Last edited by Hugin on Fri Oct 05, 2018 4:40 am, edited 2 times in total.

Sorry for the slow addition of 'new' conversions lately. I've been spending most of my free time working on catching up with my previously done conversions using the ever-so-nice statblock image creator.

Naturally ( ), I'm also copying them all over into my most up-to-date worksheet as I go (it's grown and evolved over the past year and a half of working on these). And of course, after all the experience I now have doing these, I'm reviewing each one as I go to see if it can be improved. Many of them are altered, although it is usually just slight tweaks to wording and such.

Despite all of that however, I have managed to post up to the beginning of "H" with the updated conversion and statblock image, and will continue to go through them and catch up.

Please let me know if you find any spelling mistakes or errors so I can correct them. Thanks.

These are really done so well. Working with monster creation for so long now, I know all the little mathematical difficulties you come across and the second guessing yourself on CR and such. This has got to be consuming a ton of time!

Thanks so much for the compliment! Nothing will keep things slipping along better than buttering me up!

I have created an excel sheet to handle the math, organize everything, and even format it for posting here. I just have to enter the numbers and the text. So that part isn't too bad, though it does still take some time, obviously. In fact, I spent most of this past weekend's free time playing around working hard on the conversions.

My biggest effort is to create a conversion that embodies the original monster but is entirely 5E in appearance. So for example, I try as best as I can to utilize existing 5E elements before resorting to creating something new (and I'm actually extremely surprised at how often I *can* find something in 5E that suits very well).

Even when it comes to second guessing myself, and that certainly happens a fair bit, it is mostly in regards to design than it is math or CR. (Properly reflecting an ability or trait as a hp, AC, or damage modifier for CR purposes is perhaps what I worry about the most - to get it right and to not forget about it at all!) And I'm actually quite thankful about that since I enjoy playing around with the design more than the math.

Now that I've been doing these for quite a while, I've developed a system and procedure, and that helps tremendously.

As I get closer to the NPCs and monsters portions of my own conversion I’m increasingly daunted by the task ahead. Looks like you have developed an excel-lent tool that could really help out others who are doing conversions. Care to share? Or is it not really designed for easy use by others?

Absolutely If anybody would like a copy of the excel file I use just send me an email or PM with your email and I'll send it to you.

It should be mostly user friendly but keep in mind that I didn't create it to be publicly distributed and used, except among friends of course (a.k.a. Piazza members! ). So I'd prefer that people don't distribute it around themselves. But if you have any questions please feel free to ask and I'll be happy to help you out as much as I can.

Shapechanger. The wereseal can use its action to polymorph into a seal-humanoid hybrid or into a seal, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

---------------------------------------------------------------------------ACTIONS Multiattack. (Humanoid or Hybrid Form Only). The wereseal makes two attacks, only one of which can be a bite.

Bite (Seal or Hybrid Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft.,Hit: 12 (2d8 + 3) bludgeoning damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with wereseal lycanthropy.

Last edited by Hugin on Fri Oct 05, 2018 4:43 am, edited 1 time in total.

Shapechanger. During the night, after the sun sets and before it rises, the devil swine can use its action to polymorph into a large swine, or back into its true form, which is an extremely obese humanoid. Unlike most other lycanthropes, it does not possess a hybrid form. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Tusk (Swine Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft.,Hit: 12 (2d8 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with devil swine lycanthropy.

Charm. The devil swine targets one humanoid it can see within 30 feet of it. If the target can see the devil swine, the target must succeed on a DC 14 Wisdom saving throw against this magic or be magically charmed by the devil swine. The charmed targets regards the devil swine as a trusted friend to be heeded and protected. Although the target isn't under the devil swine's control, it takes the devil swine's request or actions in the most favorable way it can.
Each time the devil swine or its companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the devil swine is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. The devil swine may have a maximum of three charmed targets at one time.

Last edited by Hugin on Fri Oct 05, 2018 4:44 am, edited 1 time in total.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,Hit: 10 (1d12 + 4) bludgeoning damage. If two claw attacks are successful against the same target during the same round, the target is grappled (escape DC 15), and the malfera uses its Ensnare on it.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,Hit: 8 (1d8 + 4) piercing damage. The target must make a DC 16 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. The target is also poisoned.

Ensnare. The malfera draws a grappled creature in to its acid-coated, tentacled, chest and entraps it. The entrapped target is retrained and it must succeed on a DC 15 Constitution saving throw at the start of each of the malfera's turns or take 14 (4d6) acid damage. If the malfera moves, the entrapped target moves with it. The malfera can have only one creature entrapped at a time.

---------------------------------------------------------------------------REACTIONS Bite. If the malfera's first claw attack during its turn is unsuccessful, the malfera makes one bite attack.

Last edited by Hugin on Fri Oct 05, 2018 4:45 am, edited 1 time in total.

Sting. Melee Weapon Attack: +6 to hit, reach 5 ft.,Hit: 9 (1d12 + 3) piercing damage and the target must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself on a success.

Last edited by Hugin on Fri Oct 05, 2018 4:45 am, edited 1 time in total.

Divine Eminence. As a bonus action, the manscorpion can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the manscorpion expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Spellcasting. The manscorpion cleric is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The manscorpion has the following cleric spells prepared.

Sting. Melee Weapon Attack: +8 to hit, reach 5 ft.,Hit: 10 (1d12 + 4) piercing damage, , and the target must make a DC 15 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target is paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the paralysis effect on itself on a success.

Last edited by Hugin on Fri Oct 05, 2018 4:46 am, edited 1 time in total.

Ya, I was pretty sure they made it in other D&D products as well, although I don't have access to them. I never got into AD&D even though I did get a couple books for inspiration for my Basic D&D games in the Known World/Mystara.

The environments that they are portrayed as living in - harsh and dry - was an inspiration for some of the spells the cleric has prepared, and one of the reasons they'd be so revered by the other manscorpions.

Tail. Melee Weapon Attack: +3 to hit, reach 5 ft.,Hit: 6 (1d10 + 1) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 5 minutes.

Last edited by Hugin on Fri Oct 05, 2018 4:48 am, edited 1 time in total.

Ocean Floor Camouflage. The manta ray has advantage on Dexterity (Stealth) checks made to hide while lying on the ocean floor.

Charge. If the manta ray moves at least 30 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be stunned. The stunned creature may repeat the saving throw at the end of each of its turns to end the effect on it.

---------------------------------------------------------------------------ACTIONS Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,Hit: 18 (2d12 + 5) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 12 (3d8) poison damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more, the target is also paralyzed for 5 minutes.

Coronoides wrote:A lot of this stuff is based on real-world animals and therefore good for most published settings (Darksun is an exception that springs to mind).

Absolutely. When I was first thinking about doing this project, I debated with myself about whether to do this is the Mystara forum (since it was converting from a Known World/Msytara product), or post it here in the 5E forum (because the monsters are usable in just about any 5E game). Obviously I decided to go with the 5E forum in the hopes of spreading its use farther.

Have you posted in the 5e rules forum here?

Sorry, I'm not sure what you mean by this question. This thread is in the 5E forum here.

Paralysis Gas (Recharge 5-6). The mek exhales a 20-foot radius cloud of gas. Each creature in that area must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Last edited by Hugin on Fri Oct 05, 2018 4:50 am, edited 1 time in total.

Faceless. While the mujina's natural form has no face, it can create an illusion to give it a human looking face. The mujina may end the illusion at will, revealing its natural, egg-smooth face. A targeted humanoid within 30 feet that can see the mujina's naturally blank face must make a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Strong Arm. The mujina can wield two-handed melee weapons with one hand.

---------------------------------------------------------------------------ACTIONS Multiattack. The mujina can make two melee attacks.

Illusory Face. The mujina can create an illusion to give its face any appearance it wants. It often creates a face of a typical human until it decides to attack. The mujina may make a Charisma (Performance) check to successfully impersonate a specific creature's appearance.

Last edited by Hugin on Fri Oct 05, 2018 4:51 am, edited 1 time in total.